Monday, April 30, 2012
New Website
Visit our new website at www.kobilevidesign.comfor more images of all the footwear creations and order info
Sunday, April 29, 2012
Spring Hail Storm
A very intense hail storm visited Louisville, Kentucky on Saturday evening April 28, 2012. The downpour lasted about 5 minutes of maybe a 30 minute storm. Hail was sized to pea size to half dollar size. I saw quite a few quarter size pieces. When the downpour died down I retrieved a number of specimens and placed them in the freezer. Did not find any damage to house or vehicles which was lucky!
Pool Games

8 Ball Pool

9 Ball Pool

Deluxe Pool

GoosyPool

Luxury Shots
Mini Pool 3

Pool King

Pool Maniac

Pool Master

Pool Profi 2

Pool Shark

Powerpool

Prison Pockets

Real 3D Pool

Real Pool

SFG Pool

Ultimate Billiards
 
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Pool Games
Website Symmetry: Lack of it can make your blog ugly
With symmetry you can create balance, which makes your blog design  embark with order, harmony and beauty. You can find symmetry everywhere  and perhaps this is the reason why it makes it vital for your website to  go in accordance with it. If symmetry brings beauty, yet at times can  appear static and boring, at such junctures the idea of asymmetry proves  to be a break in symmetry. All you need to do is use the factor of  asymmetry effectively to see interesting results. Using these ideas  effectively can help the designer to add spark in his or her design. In  fact, these can be used as tool if you understand the ideas, tips and  best practices to embark with cool blog designs.
 Why symmetry is important
Why symmetry is important
You may find any website or blog look cool with pleasing content and  rich design; however, as you enter inside the inner web pages you may  realize it lacks the element of symmetry. Every web page has a different  design. You could see a big image which distracts the visitors; you can  hardly see any words since they are too overwhelming. The other web  page has some content but is seen sitting just at the bottom either left  or right side of the page. You hardly see anything at the top line or  on the left side. This is how a typical site without symmetry looks  like. Thus your initial good feeling about this blog or website goes  away. In order to embark with effective website or blog design, it is  important to use symmetry effectively. It plays a key role in designing  any blog or website since it creates balance, stability and harmony.
Using symmetry gives a pleasing experience to users
One of the best ways of giving visitors a pleasurable experience is  to ensure that every web page has the same kind of framework. In this  way, when they visit your inner pages, they see everything organized  with things like title, menus and logos all situated at the same place.  The background color should be the same at every web page. You may  choose to make your blog different and unique, but at the same time have  to abide by the rules of website symmetry at all the web pages. This  can be achieved by starting with your home or main page and then use  this page as your template for other web pages design work. In fact the  other or inner web pages just have few small changes to be made, but  what you get at the end is a symmetrical design which is pleasing for  any visitor coming to your blog.
Symmetry vs. Asymmetry
Using symmetry or asymmetry in your design can depend upon your  personal preferences and project requirements. Hence you can opt for  anyone which suits your blog design the best. However, there are some  general rules to use either. Generally speaking, the symmetrical objects  visually are light weighted; this is why you will see this technique  being used for places like patterns, backgrounds or anything which you  require to control the visual effects of the design.
If your blog design requires stability and a robust organizational structure then you need a symmetrical design in your blog. It gives a safe feeling to your blog design. On the contrary, if you are looking out to break the monotony of your web design then you can try to reinforce asymmetry in it. The factor of asymmetry can add some spark elements to a visually safe design.[/color]
The website symmetry acts as a very strong tool in your design projects. By effectively using it you can maintain a perfect balance, stability and beauty. It gives a message of professionalism and solidarity and its improper use can mar the visual effects of your blog.
If your blog design requires stability and a robust organizational structure then you need a symmetrical design in your blog. It gives a safe feeling to your blog design. On the contrary, if you are looking out to break the monotony of your web design then you can try to reinforce asymmetry in it. The factor of asymmetry can add some spark elements to a visually safe design.[/color]
The website symmetry acts as a very strong tool in your design projects. By effectively using it you can maintain a perfect balance, stability and beauty. It gives a message of professionalism and solidarity and its improper use can mar the visual effects of your blog.
Are you Geek or Nerd ? - INFOGRAPHIC
There may be a confusion between a Nerd's and Geek's,This Infographic will get you determine which category you belongs based on common traits found between Nerds and Geeks.Interstingly the Infographic states that 31% of people think that Geeks have more chance of being successful in life and only 24% of the people comfortable with calling them as Nerd.

Likely nerd jobs:
- Rocket scientist
- Reclusive and renowned professor
- Computer programmer
- Engineer
- IT professional
- Inventor
- Or work at a video store
Likely geek jobs:
- Web design/development
- IT professional
- Marketer
- Graphic designer
- Game designer/developer
- Barista at an indie coffee shop
- Entrepreneur
- Record store
- Bartender
General Stats:
- 17% of Americans identify as geeks
- 65% of video game designers identify as geeks
- 50% of technology engineers identify as geeks
- 37% of bloggers identify as geeks
- 87% of people prefer the word "geek" over "nerd"
- 66% of millennials think "geek" is a compliment
- 45% of people believe geeks are early adopters
- 31% of people believe geeks have a higher chance of being successful
- On average, self-identifed geeks have a better view of themselves than others view geeks
- 41% of people would be comfortable called a geek while only 24% would be comfortable called a nerd
- A geek would rather be called a geek over a hipster (23% are OK with being called hipster while 41% are OK with being called a geek)
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INFOGRAPHIC
Watch Crysis 3 Teaser

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Crysis 3 Teaser
Why Eidolons Were Brought Back For Final Fantasy IV DS And FFXIII
RPGamer interviewed former Square Enix translator,  Tom Slattery, covering his beginnings in the business, how he gained a  full-time translating position at Square, a little insight as to what  their localization process was like, and also a few of the games he  worked on.
With regard to specific games, the case of Final Fantasy IV DS was an interesting one in particular. Square initially only required that the existing text for IV from the Game Boy Advance be touched up. IV just so happened to be Slattery’s favourite Final Fantasy, however, and he asked that he be allowed to write the DS version’s translation from scratch.
“I  ended up putting forth a case for doing a new localization from  scratch–offering to do it in the span of the original schedule–and  obtained approval,” Slattery shares. “Fortunately, they decided to  expand the project schedule to allow me enough time to do a  retranslation without having to sleep under my desk.”
Slattery  also reveals a few of the changes he made to the new translation, such  as renaming the term used for the game’s summons.

“The  Mysidian legend was also something I had wanted to update badly, as  previous translations had failed to convey effectively what it  referenced,” he shares. “The naming related to summons was another.  Every other Final Fantasy had given them a name–Espers, Eidolons, Guardian Forces–but Final Fantasy IV simply called them ‘summons,’ or ‘summoned monsters’. ‘Esper’ had just been revived for XII and ‘Eidolon’ hadn’t seen any love outside of IX, so I brought it back for IV and then for XIII as well.”
“All things considered, Final Fantasy IV DS  was my most enjoyable project at Square Enix,” Slattery recalls. “The  team was amazingly kind and supportive. They put translation credits in  the opening movie, which is almost unheard of. They added the  localization staff to the hidden Developer’s Room. The director, Mr.  Tokita, even suggested I do a cameo voice in the game as he had done in  the Japanese version (I’m the "Lord Captain! Monsters at the fore!" in  the opening scene). The reasonable schedule also kept things from ever  getting too stressful.”
Magnetica Review
With industry suits convinced that the most effective way to expand gaming is by making simpler, less dynamic  experiences to appeal to an uninitiated majority, publishers are going  bonkers trying to cash in on cheaper games. In fact, for all its  Zen-like appeal, Nintendo's Blue Ocean philosophy boils down to a neo-hippie way of saying that they’re embracing the casual market.
 We didn’t realize that meant re-branding old games, but here we are dealing with Magnetica. Or Puzz Loop. Or Zuma. Or Luxor.  Whatever you want to call it, this is little more than an eight  year-old puzzle game newly minted for your DS. And as you’d guess, it’s  just as good or bad as it’s always been.
We didn’t realize that meant re-branding old games, but here we are dealing with Magnetica. Or Puzz Loop. Or Zuma. Or Luxor.  Whatever you want to call it, this is little more than an eight  year-old puzzle game newly minted for your DS. And as you’d guess, it’s  just as good or bad as it’s always been. The only meaningful difference between Magnetica  and any of its PC kin is its use of the DS touch screen. You swipe a  quick line with your stylus from the marble launcher to a coiling line  of marbles to break them. Depending on the color of the marbles further  along the coil, chain reactions can occur.
However, trying to set up longer, more interesting chain reactions is the best way to lose in Magnetica,  since the coil of marbles is always pushing toward the center and if  they reach it, it’s game over. Any marbles you fire into the coil that  don't break on impact get lodged there, thus pushing the coil one  marble's width closer to the center. There's no way to shift marbles  around in the queue, so you're forced to toss whatever pops up at the  coil. When a game limits obvious options like this to ramp up the  difficulty, it only makes it more frustrating.
Another frustration is the inaccuracy of the stylus compared to a  mouse. There's plenty of room for misfires, espdcially at long range, so  you'll spend much of your time in Magnetica the same  as you did when you first picked it up - quickly and mindlessly hurling  marbles from the launcher, breaking up the simplest pairs of like-colors  that are closest to the center for basic progress. Occasionally you’ll  plot out some bigger chains, but that’s pretty rare.
 
  complicate matters, the game doesn’t do a very good job utilizing the  two screens. Your big, wonky hand obscures a good deal of the touch  screen, making it hard to recognize combos when you can't see half of  what you're dealing with. Just your score and some stats occupy the top  screen, instead of, say, a queue of upcoming marbles or even a graphical  representation of the whole board for an easy, quick glance at all the  combos. 
The game’s main Challenge mode starts out easy, with just a few  marble colors, so combo chains happen for anything you do outside of  hitting pause. The more marbles you break, the more colors are  introduced, making it more of an endurance test than anything. Puzzle  mode has sixty different marble sequences, each with only one set of  marbles in the launcher per sequence. The objective is always the same:  break all the marbles while using every marble in the launcher. It's fun  to stare at the DS screen for a while, crunching away at all the  possibilities, but the exercise skews too heavily on the trial-and-error  side. Lastly, Quest mode is the same game you were playing in Challenge  mode, except the shape of the coils change a couple of degrees each  round.
The whole experience provides some light, decent fun, but after  about an hour, you'll get tired of playing alone and try to suck someone  else in with some wireless single-cart play. Versus mode introduces a  bunch of random power-ups, which you can trigger with marbles to attack  the other player’s screen. It s a nice idea, but falls a little flat.  You'll get all sorts of marginally interesting items, like the ability  to define where the “obscuring clouds of smoke” weapon will appear on  your opponent's screen, but taking your stylus away from the launcher  can cost you valuable time. It just isn’t that fun. 
 Magnetica's  delivery isn't as clean or tight as its web-based counterparts, either.  The brightly colored marbles stand out against the stark, plain steel  of the backgrounds, giving it a weird aesthetic. The muzak tracks are  mellow enough to let you fall into the game, but distracting enough to  turn off after the fiftieth loop.
Magnetica's  delivery isn't as clean or tight as its web-based counterparts, either.  The brightly colored marbles stand out against the stark, plain steel  of the backgrounds, giving it a weird aesthetic. The muzak tracks are  mellow enough to let you fall into the game, but distracting enough to  turn off after the fiftieth loop. Nintendo certainly knows Magnetica's audience…or do they? When Magnetica is advertised on the same page as its clone,  you have to wonder if market research shows that casual gamers don't  investigate their games beyond seeing a bunch of primary colors. 
Well, maybe that’s what we’re here for. Though Magnetica  is a decent little puzzler, it’s also available all over the Internet  in a million different versions, almost all of which are cheaper than  this full $34.99 price tag. You're intelligent enough of a consumer to  know that makes this a hard sell, and in this case, knowing is half the  puzzle. 
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